using NodeCanvas.Framework; using ParadoxNotion.Design; using Reset.Core; using UnityEngine; namespace Reset.Units { [Category("Reset/Movement")] public class ChangeMoveSpeedSettings : ActionTask { [SerializeField] public FloatValueGroup moveSpeed = new (newLabel: "Move Speed"); [SerializeField] public FloatValueGroup acceleration = new (newLabel: "Acceleration"); [SerializeField] public FloatValueGroup deacceleration = new (newLabel: "Deacceleration"); //Use for initialization. This is called only once in the lifetime of the task. //Return null if init was successfull. Return an error string otherwise protected override string OnInit() { return null; } //This is called once each time the task is enabled. //Call EndAction() to mark the action as finished, either in success or failure. //EndAction can be called from anywhere. protected override void OnExecute() { FloatValueGroup.UpdateValue(moveSpeed, agent.data.moveSpeed); FloatValueGroup.UpdateValue(acceleration, agent.data.acceleration); FloatValueGroup.UpdateValue(deacceleration, agent.data.deacceleration); EndAction(true); } //Called once per frame while the action is active. protected override void OnUpdate() { } //Called when the task is disabled. protected override void OnStop() { } //Called when the task is paused. protected override void OnPause() { } } }